Dawn Under Union of Darkness: characters

Hostegym Stamaraster: Male Human Evoker 6/Sorcerer 6; CR 12; Medium Humanoid; HD 12d4+12; hp 49; Init +2; Spd 30’; AC 21 (+2 dex, +3 amulet of natural armor, +2 ring of protection, +4 mage armor), touch 18, flat-footed 19; Atk +7/+2 melee (1d6+1, 20/x3, +2 wounding halfspear), or +5/+0 melee (1d4-1, 19/x2, dagger), or +10/+5 ranged (1d8+2, 19/x2, +2 light crossbow); SQ 1/day-dancing lights, daze, mage hand; AL NE; SV Fort +9, Ref +10, Will +16; Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 19.

Skill & Feats: Alchemy +8 (5), Concentration +16 (15), Intimidate +8 (4), Knowledge (arcana) +18 (15), Knowledge (local) +11 (8), Knowledge (the planes) +11 (8), Listen +2 (0), Ride +6 (4), Spellcraft +18 (15), Spot +2 (0), Tumble +6 (4); Alertness (familiar), Extend Spell, Greater Spell Focus (Evocation), Improved Familiar, Iron Will, Magical Training, Spell Focus (Evocation), Spell Penetration.

Languages: Common, Draconic, Elven, Halruaan, Shaaran.

Evoker Spells Prepared (4+1/4+1/4+1/3+1; DC 13+spell level, +4 DC for Evocation school spells; Conjuration school prohibited): 0-flare*, detect magic, mending, resistance; 1st-charm person x2, forcewave*, protection from good, shocking grasp; 2nd-arcane lock, fox’s cunning, shatter*, Snilloc’s snowball swarm* x2; 3rd-fireball* x2, hold person, lightning bolt*.

Spellbook: 0- arcane mark, dancing lights*, daze, detect magic, detect poison, disrupt undead, flare*, ghost sound, light*, mage hand, mending, open/close, pretidigitation, read magic, resistance; 1st-charm person, forcewave*, indentify, protection from good, shocking grasp; 2nd-arcane lock, fox’s cunning, shatter*, Snilloc’s snowball swarm*; 3rd-fireball*, hold person, lightning bolt*, magic circle against good.

Sorcerer Spells Known (6/7/6/4; DC 14+spell level, +4 DC for Evovation school spells): 0-acid splash, electric jolt*, Horizikaul’s cough*, lauch bolt, mending, ray of frost, silent portal; 1st-chill touch, mage armor, magic missile*, shield; 2nd-Aganazzar’s scorcher*, protection from arrows; 3rd-flashburst*.

Note: Hostegym always uses two 2nd-level sorcerer spell slots to upkeep extended mage armor.

Possession: Alchemist’ fire, amulet of natural armor +3, bedroll, bit & bridle, bloodstone (50 gp) x4, candle x10, cloak of resistance +4, dagger x2, explorer’s outfit, flint & steel, glove of storing x2, hematite (10 gp), hooded lantern, ink, ink pen, +2 light crossbow, light warhorse, map case, masterwork bolt x20, military saddle, oil x5, parchment x3, pearl of power (2nd), potion of cure moderate wounds x3, potion of gaseous form, ring of protection +2, sack, saddlebags, smokestick, spell component pouch, spellbook, tanglefoot bag x4, thunderstone x3, trail rations x7, wand of invisibility, waterskin x2.

Chand: eyeball beholderkin familiar; CR ½; Tiny aberration; HD 1d8-1; hp 24; Init +3; Spd 5’, fly 40’ (good); AC 24, touch 17, flat-footed 21; Atk +13 ranged touch (eye ray), +13 melee (1d3-2, bite); SA eye rays, spellray, touch; SQ all-around vision, empathic link, flight, immunities, improved evasion, share spells, speak with aberrations, speak with master; SR 17; AL NE; SV Fort +3, Ref +7, Will +10; Str 6, Dex 16, Con 9, Int 11, Wis 10, Cha 10.
Skill & Feats: Hide +15, Search +10, Spot +6.

Age: 27 Height: 5’3” Weight: 125 lb.
Eyes: Yellow Skin: Dusky Hair: Black

Hostegym is a wicked spellcaster born in the southern land of Halruaa. He showed quite a bit of aptitude for the Art at an early age and his studies began in earnest. The young man grew to be exceedingly thin and a bit sickly. Thus, it was not uncommon for his peers to pick on him. Inside he raged and focused his anger into his magic. He grew especially adept at evocation magic and became more and more destructive as he aged. Now a grown man, Hostegym is power hungry and ruthless, driven by the rolling power within him and desiring to unleash it upon everyone he sees. Hostegym discovered early on that his talents did not rely only with wizardry; he is also an accomplished sorcerer. As sorcery is disdained in Halruaan society, he fled before being discovered to carve his own niche in the world.
 
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William terris

I hate to nerf your stuff, but bracers or armor do not stack with armor. They stack with a shield bonus, but not that of armor. I.E. bracers are like wearing armor of that bonus.

A few suggestions:

Don't concentrate everything into one area. You might want to consider taking your armor down a level say to a +4 and instead get a ring of protection +2. Theres also a cloak of resistance to help you build up your saves. Remember this is high magic, you might need your saves up. The bracers of armor cost you what 9k You could get a ring of protection +2 for 8k. Gloves of dex +2 would cost say 4k.

I'm not trying to tell you how exactly to run your character, but be aware that your bracers of Armor, and your armor bonus will not stack with regards to AC.
 

Sorry

I a msorry but do to complications in my life my gaming life is taken a slash. I must resign fro myour game it looked fun.

(Hehe I realized that after I made the character and wanted to see if anyoen realized it.)
 

Your escort:

Since you are traveling, and you are only part of the "escort" there will be nine other members of your crew. They will all use the standard form for NPC's detailed in the DM guide except where noted.

They will include:

2 level 10 rangers of Shar (scouts)
1 level 10 rogue (backtracker)
1 level 10 barbarian (mercenaries)
2 level 10 fighters or Cyric (personal escort)
1 level 10 barbarian of Cyric (friend? of fighters)
1 level 10 Druid of Shar (healer and "concealer")
1 level 10 Bard of Cyric (healer and lightens spirits)

All of the NPCs are NE cept where noted.
The rangers are Jacob and Dennis

Jacob is impulsive and impatient. He is constantly complaining about the pace the group is keeping. Most ignore him, as he is the best suited scout you have.

Dennis is tolerable, but doesn't have the inlaid talent Jacob does. Dennis stays closer to the group and looks out for those that are closing in on the group. He makes a decent fighter. He seems to be quiet and reserved.

The Rogue is named Alexander.

Alexander is faithless, he seems lost and incoherant in belief at best. He usually stays behind the group to see if the group can be tracked, he then tries to hide the trial if possible. The others of faith are always trying to recruit him. He is almost always the last one in a fight due to the fact that he remains the furthest away at all times. In town he makes himself scarce, no one really knows what he is up to.

The barbarian mercenary is Kraog Dun and his AL is CN. He always is the first to draw his weapon, and usually he needs the most healing. He is loud and obnoxious. He has no idea about the smuggling, he is using the "caravan" as an excuse to travel. He spends his most of his share on boo's and women and his mouth has gotten the group into plenty of trouble with "The Law". Whe the group camps for the night he usually drinks a goodly amount of the ale you have brought, and then lets the group take the amount out of his "expenses" He is always going on at end on his love for Kelemvor and how he brings more sacrifices each day. The Cyricists always let him fight til his failure, and neither the bard nor the druid will heal him. He had an extensive supply of potions secreted away and that is the only reason he is still alive.

The Fighters of Cyric were provided by Izicaus. They have yet to say a word, but they always know what the other is doing. They stare into the fire until the wee hours, and they seem to do nothing but sleep when you stop at towns. They carry no bedroll or anything else as outdoor gear. If the druid or rangers do not provide enough food, they usually resort to hunting their own food (it has happened twice). They never share this food with anyone but the other Cyricists. You have no idea what their names are.

The barabarian of Cyric is named Duan.
Duan does the speaking for the fighters. He never names them individually. He simply demands things for "us". Even still he seems to be almost polite in that he always waits for you to give it to him. He goes to sleep early and always stands gaurd for the fighters when they do sleep. He also stands at their doors when they are in town.

The druid calls himself "Silent Wind" or more simply Scy.
He heals the group but is beginning to hate Kraog. He rarely heals him if at all, and always tells the barbarian things could have been handled differently/better. He is stuck up when he talks but is usually rather paranoid. He is always worried about the "shipment", and so he never leaves its side. He talks to no one except those he heals or the bard. When he does he is always muttering to himself, "I told 'em so" and "shoulda listened to me". He always saves his spells to heal those in the group and to cover up the battle field afterwards. Whatever spells he uses to heal he gives to Kraog last if at all.

The bard of Cyric is loud but amiable. He calls himself Peter Down, though everyone doubts the name. It sounds cool and he uses it in a good deal of his songs. He is always shamelessly promoting himself, and can usually be seen in town causing a roucas. He destroys most of his instruments on stage, and off stage he takes many women to his bed and uses a heavy amount of drugs. He knows about the "shipment" but not how it is being stored. The druid enjoys his music, but thinks that he should reserve his louder pieces for in town so the group wont be discovered in the wilderness. It is suspected that Peter has raped/killed several girls and boys (as in between ages 10 and 19) in the towns that you have beem through, but he always manages to escape and catch up with the rest of the party just before he would be punished/executed
 
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Re: The Disciple of Gargauth

Sollir Furryfoot said:


snip......

Notes-Do you have the Book of Vile Darkness trimeulose or should I type up spells I intend to use from it? What exactly is the hitpoint generation system? May I present a few custom spells dealing with contracts (a variant geas spell and similar) which seem to be part of the domain of Gargauth.


Nope I sure dont have BoVD, so yeah it would be preferable to post your spells.

This is going to sound crazy, extremely actually, but roll hp. As I said, I trust you guys. I wouldn't trust your characters as far as I could throw them....... drunk, but I trust you guys. As long as its not max hp I probably wont have a problem with it.

If you don't want to roll you can use the .75 system. (.75 of the die size rounded down).
 
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List of definitions needed.
Corrupt: the caster pays the phys or mental price noted (in ability score damage) for casting a corrupt spell.
Location: the caster must be standing in a particular place, usuaully a site dedicated to evil-to cast this spell

Short handed Notes-Corrupt spells only castable by those who prepare spells. Corrupt Cost is ability damage, which occurs when the spell's duration expires (no corrupt spells with perm duration) -I think this is a typo for the Consume Likeness spell, but from the spells wording I think you take the corrupt damage at the time of casting

Darkbolt, Evocation (Darkness, Evil)
Level: Clr 2, Darkness 2, Sor/Wiz 2
Comp: V, S
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: Instant.
ST: Fort partial
SR: Yes
The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other has no specific t ype. When struck, the foe must also succeed at a Fort save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.

Touch of Jubilex, Transmutation (Evil)
Level: Corrupt 3
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instant
ST: Fort negates
SR: Yes
The subject turns into green slime over the course of 4 rounds. If a remove curse, polymorph other, heal, greater restoration, limited wish, miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage.
Corruption Cost: 1d6 points of Str damage


Identify Transgressor, Divination (Evil)
Level: Clr 4
Components: V, S, Drug, Location
Casting Time: 10 minutes
Range: Personal
Target: Caster
Duration: Instnataneous
The caster sia ble to divine the answer to a single question, as long as the answer is a single person's name. Thus, the quesiton must be a "who?' type question. For example, "Who broke into the temple last night and stole the wand of inflict moderate wounds?" Questions that cannot be answered with a single name are not answered at all.
The base chance for a correct answer is 70%+1% per caster level. The DM adjusts the chance if unusual circumstanes require it (precautions against divinaiton spells have been taken, for example). The caster knows if he didn't get a correct answer, unless specific magic yielding false information is at work.
As with augury or divination, multiple identify transgressor spells about the same question by the same caster use the same die roll result as the first spell and yield the same answer each time.
Drug Component: Vodare
Location Component: An area under the effect of a desecrate or unahllow spell.

Power Leech, Necromancy (Evil)
Level: Corrupt 5
Casting Time: 1 action
Range: Medium
Target: 1 Living Creature
Duration: 1 round/level
ST: Will negates
SR: Yes

The caster creates a conduit of evil energy between himself and another creature. Through the conduit, the caster can leech of ability score points at the rate of 1 point per round. THe other creature takes 1 point of drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or wth other enhancement bonuses.
The enhancement bonus lasts for 10 minutes per caster level
Corruption Cost: 1 point ofWisdom drain

Mindrape, Enchantment (Evil, Mind-Affecting)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium
Target: 1 creature
Duration: Instant.
ST: Will negates
SR: Yes
The caster enters the mind of a creature, learning everything that creature knows. The caster can erase or add memories as she sees fit and alter emotions, opinions, and even alignment. When the caster is done, she can leave the creature insane (as described in the insanity spell) or seemingly unaffected, without any memory of intrusion.
Severe changes to personality and changes to alignment can be corrected by a break enchantment spell (although an atonement spell might be needed as well, depending on circumstances). Alterations to memories and subtler thoughts can be restored only through use of a miracle or wish.

Unliving Weapon, Necromancy (Evil)
Level: Clr3
Components: V, S, M
Cast: 1 full round
Range: touch
Targets: One undead creature
Duration: 1 hour/level
ST: Will negates
SR: Yes
This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first. The explosion is a 10-foot-radius burst that deals 1d6 points of damage for every 2 caster levels (max 10d6)
Material Component: A drop of bile and a bit of sulfur

Consume Likeness, Necromancy (Evil)
Level: Corrupt 6
Components: V, S, F, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: Permanent
The caster can take on the apperance and form-including clothing and equipment-of a corporeal humanoid that is freshly dead. The caster assumes the form of the creature as it looked when it lived. The caster must eat the flesh of the corpse whose form is assumed as he casts the spell.
Once the spell is complete, the caster can assume the new likeness at will. By changing to this new form, the caster's body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and his weight can be changed up to one-half. If the form selected has wings, the caster can fly ata speed of 30 feet with poor manueverability. If the form has gills, he can breathe underwater. The caster cannot assume the likeness of sometihng that is a different size than he is.
The caster's attack bonuses, nat armor bonus, and saves do not change. The spell does not confer special abilities, attack forms, defendeses, ability scores, or mannerisms of the chosen form. If the caster takes damage or dies, he automatically reverts to ihs normal form. The caster can also take a standard action to voluntarily assume his normal form.
If the caster uses this spell to create a disguise, he gets a +10 bonus on ihs Disguise check.
Focus: A fresh or preservd (still bloody) 1 ounce portion of another creatures flesh
Corruption Cost: 2d6 points of Wisdom drain

-Question for the above spell in my char's post just before the quote on Gargauth

New Item:
Soul in Receptacle: A spell that this component is applied to gains a +10 profane bonus on caster level checks to overcome spell resistance. Souls in receptacles normally result from the use of spells such as soul bind and trap the soul.
Market Price: 200 gold
-Basically you can use this and other items from the book as extra material components which boost the spell's effectiveness.
 
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Tarlynene aka Lightningblade Grey Elven Ranger 1/Rogue 4/Assassin7
Neutral Evil
Hit dice 11d6+1d10+12 (72 HP)
Initiative +11
Speed 60
AC: 22-38 (+5 Armor, +7 Dex.) +1 dodge, +7 Shield, +4 haste +4 AOO / 50% chance to Miss

Attack: Dagger :+17/+17/+17/+12/+12 (+17 w/haste) – No Dex bonus for Victim (blink) S. Bow (+18/+13)
Dam. 1d6+6d6 sneak

Face/reach: 5'by5'/5'
Special Attacks: 6d6 sneak attack, death Attack, +1 AT/Dam. vs humans
Special Defense: +3 vs poison, can use poison with no chance of being poisoned, immune to sleep, +2 vs. enchantment, Evasion
Special qualities: Low Light Vision
Saves: fort +9, ref +19, Will +7
Abilities S 10 I 18 W 12 D 24 C 12 Ch 10
Languages: Elven, Common, 4 appropriate to the area of background
skills:
Hide 20
Jump 20
Move Sil. 20
Open Lock 18
Mag. Dev 10
Search 13
Appraise 7
Spot 13
Balance 8
Tumble 14
Climb 5 (10)
Craft Poison 9
Disable Device 17
Gather Info 10
Escape Artist 16
Tracking 13
Feats: Weapon Finesse (Dagger)-1st , Ambidexterity (R), Two Weapon Fighting (R), Combat Reflexes, Expert Tactician, Improved Initiative, Tracking (R), Improved Two Weapon Fighting

Spells: 3-2-2-1

1st – Spring Sheath, change self, detect poison, ghost sound*, obscuring mist*, spider climb*
2nd – Getaway, alter self*, darkness, pass without trace*, undetectable alignment
3rd – absorb weapon, deeper darkeness, invisibility*, misdirection, nondetection*
4th – Sniper’s Eye, improved invisibility, dimension door*, freedom of movement, poison
*Spells commonly memorized

Equipment
(2) +1 Ghost Touch Daggers, Curved & Serrated 17,404
Boots of speed, Springing and Striding 11,750
Mith. Chain Shirt
Cloak of Resistance +2 6000
Ring of Blinking 30000
Headband of Intellect +2 4000
Bag of Holding type 1 2500
Gauntlets of Dexterity (+2) 4000
Amulet of True Strike (5x/day) 1800
S. Bow, MW 315
50 arrows, MW 350
Ring of healing (6x/tenday) 7960
Bracers of Shield Spell (5/day) 1800
Masterwork Thieves tools 180
3 vials of Alchemist's Fire 60
20 tanglefoot bags 500
10 Sunrods 20
100’ silk rope 20
Explorer's Outfit 15
Spell Component Pouch x 4 :D
226 GP


Tar had a very rough upbringing. As a young elf he watched his parents slaughtered as they were preparing to go to Evermeet. He was taken in by a merchant who led him to Waterdeep. That was several score years ago. Shortly after their arrival his friend was also murdered, this time by corrupt guards on the Trade Road. Tar now understands how harsh Toril can be.

Early on Tar survived by stealing food and other neccessary items. As he grew older he became a self styled "equalizer" for those whom had been wronged. He believes in personal responsibility, therefore he doesn't care that people break laws...etc; he just knows that the wheel of Karma comes around and sometimes he is there to see people who deserve it be punished. Often times punished at his hands. He sees himself as doing the noble thing even though many consider it dirty work. He has the stomach for things many people don't. He doesn't have many true friends, just people who owe him favors. And when he asks, people know he only asks once. They pay or ...they pay. He is working with the group presently to pay his bills and to expand his network of contacts.

Tar is known as a man of his word.

Perhaps he could have had previous contact with the Devoted Defender since they have things in common: their word is good, they don't speak much. Perhaps they have travelled together or worked for one another before...

EDIT: Made several changes…Thanks Sollir.
 
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yes, everything you have with you should be on your possessions list.

One small note, if you should want to leave something with someone else (in another town say) let me know so that every one in the group doesnt know about it (and try to kill you for it).
 

hehe - you can't make magic items that have 5 casts per week, as far as I'm aware. :)

That's trying to go a tad outside the table - in fact, that's not even in the custom magic creation rules.

once a day thru 5 times a day.

I never thought you could have a ring made 'only for assassins' unless you made it YOURSELF.
But maybe that's just what I personally thought, not what's in the rules?

Isn't a +2 Mithral Chain Shirt a +6 Armor bonus?

What are the *'s in the spell list?
Where are some of those spells from? Maybe we should all detail anything that's not in the core rules that we put in for our characters?

And what does "provide sustenance as a Ring" mean?

Just some quick questions after seeing the character sheet, and wanting to satisfy my curiousity in trying to understand the character.
 

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